Version: 2021.3
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  • C#

Transform.forward

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public Vector3 forward;

Description

Returns a normalized vector representing the blue axis of the transform in world space.

The example below shows how to manipulate a GameObject’s position on the Z axis (blue axis) of the transform in world space. Unlike Vector3.forward, Transform.forward moves the GameObject while also considering its rotation.

When a GameObject is rotated, the blue arrow representing the Z axis of the GameObject also changes direction. Transform.forward moves the GameObject in the blue arrow’s axis (Z).

For moving the GameObject on the Z axis while ignoring rotation, see Vector3.forward.

using UnityEngine;

public class Example : MonoBehaviour { Rigidbody m_Rigidbody; float m_Speed;

void Start() { //Fetch the Rigidbody component you attach from your GameObject m_Rigidbody = GetComponent<Rigidbody>(); //Set the speed of the GameObject m_Speed = 10.0f; }

void Update() { if (Input.GetKey(KeyCode.UpArrow)) { //Move the Rigidbody forwards constantly at speed you define (the blue arrow axis in Scene view) m_Rigidbody.velocity = transform.forward * m_Speed; }

if (Input.GetKey(KeyCode.DownArrow)) { //Move the Rigidbody backwards constantly at the speed you define (the blue arrow axis in Scene view) m_Rigidbody.velocity = -transform.forward * m_Speed; }

if (Input.GetKey(KeyCode.RightArrow)) { //Rotate the sprite about the Y axis in the positive direction transform.Rotate(new Vector3(0, 1, 0) * Time.deltaTime * m_Speed, Space.World); }

if (Input.GetKey(KeyCode.LeftArrow)) { //Rotate the sprite about the Y axis in the negative direction transform.Rotate(new Vector3(0, -1, 0) * Time.deltaTime * m_Speed, Space.World); } } }

Another example:

using UnityEngine;

// Computes the angle between the target transform and this object

public class Example : MonoBehaviour { public float angleBetween = 0.0f; public Transform target;

void Update() { Vector3 targetDir = target.position - transform.position; angleBetween = Vector3.Angle(transform.forward, targetDir); } }